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With ~3M units sold last month, PS4 surpasses 73M sales worldwide

Sony wants the world to know sales of its PlayStation 4 and PS4 Pro have been brisk, announcing today that as of December 31st, 2017 the console has sold through an estimated 73.6 million units worldwide.

Devs may appreciate that sizable install base for the console, which also celebrated its fourth birthday during the 2017 holiday season.

It’s also interesting to see that Sony seems to have sold roughly 3 million PlayStation 4 consoles in the month of December alone, since as of December 3 it had sold an estimated 70.6 million units.

The company estimates over 55.9 million PS4 games were sold worldwide during the 2017 holiday season (measured here as November 19th through December 31st) via both digital and retail storefronts, and claims that over 31.5 million people now subscribe to its PlayStation Plus service.

While Sony’s press release makes no mention of the newer PlayStation 4 Pro, it’s probably safe to assume that sales of the Pro were counted alongside the vanilla PS4 in that 73.6 million unit tally.

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Higher-res HTC Vive Pro, wireless adaptor announced

As the hype surrounding virtual reality calms down since hitting fever pitch in 2016, VR platform holders continue to make incremental improvements to hardware and VR experiences.

One of those platform holders is HTC, which today during CES announced the HTC Vive Pro, a new VR headset arriving at an undisclosed date. The new kit incorporates improvements to resolution, sound, and user comfort and ergonomics.

HTC also introduced the Vive Wireless Adaptor, a low-latency, Intel WiGig-based wireless add-on for both the Vive and Vive Pro headsets.

The announcements are significant, as visual and sound fidelity, physical comfort, and freedom of movement are some of the main areas in need of improvement with the current Vive and other VR offerings, if VR is to find a wider market.

Vive Pro will have a resolution of 2880 x 1600 combined, compared to the current Vive’s 2160 x 1200. A new headstrap and built-in headphones round out the new package.

There’s no price or launch date for the Vive Pro, and the wireless adaptor is scheduled to ship in third quarter worldwide this year.

HTC also announced an update to its subscription-based Viveport storefront, which implements a virtual shopping space where consumers can take part in interactive previews of VR titles. Developers have the option of creating small slices of their games to preview.

Also announced is an upgrade to Vive Video, which makes changes in an attempt to improve discovery and acquisition of VR-based experiences.

More here.

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Video Game Deep Cuts: A Warframe In The Arizona Sunshine

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.

This week’s highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.

Well, it’s the New Year, and there’s a LOAD of stuff going on already. Regarding GDC 2018 announcements, we had a bunch of announcements this week, including the Independent Games Festival finalists for 2018, and more Vision Track talks – Supercell’s CEO & the brilliant Frank Lantz – as well as the Game Developers Choice Awards nominees – a plethora of standout games being honored by their peers here.

And we’ve got quite a few more things to come – look out for a Classic Postmortem announce that I’m personally tickled by, next week, and a bunch of other neatness besides – our talk line-up is really swelling in size. And while you’re waiting for the show, why not check out a bunch of neat links about vidya games?

Until next time…
– Simon, curator.]

——————

2017 In Interactive Fiction (Emily Short / Interactive Storytelling – ARTICLE)
“Traditionally I try to do some kind of year-in-review post about trends in IF for the year. There’s always the risk that I’ll be leaving out a lot when I do this. That’s especially true this year, when I’ve had an especially demanding work and travel schedule, and haven’t played nearly all the games I should have played. But with apologies for many omissions, here are a couple of items I noticed.”

Top ten games of 2017 (Tom Chick / Quarter To Three – ARTICLE)
“This is the first year that none of my ten favorite games were popular AAA titles from larger publishers (with the possible exception of my #9 pick). I liked plenty of popular AAA titles from larger publishers! Destiny 2, Mass Effect: Andromeda, Warhammer II, Middle Earth: Shadow of War, Horizon: Zero Dawn, and Wolfenstein II, for instance. But there were at least ten games I liked better. [SIMON’S NOTE: You haven’t seen a Top 10 like this anywhere else!]”

Game Design Deep Dive: Bringing Arizona Sunshine to the PSVR Aim (Trevor Blom / Gamasutra – ARTICLE)
“The core mechanic in Arizona Sunshine is shooting zombies, so it is the most important thing for us to get absolutely right. Needless to say, we got really excited once we heard about the Aim controller and that the launch for this peripheral was close to our intended launch date of the Playstation port.”

We Made Our Own Myths in 2017’s Photo Modes (Dia Lacina / Waypoint – ARTICLE)
“As I watched my friends and colleagues stress over their end of the year lists, I immediately opted out. Because amidst all the great games this year, what mattered most to me was clear—this was the Year of the Photo Mode. [SIMON’S NOTE: Waypoint’s Pantheon Of Games series has a whole bunch more ‘best of’ and ‘2017’s trends’ articles that are well worth checking out.]”

Developers Share Their Favorite Games Of 2017 (Thomas Faust / IndieGames.com – ARTICLE)
“2017 has been a banner year for videogames, with many successful and important titles getting released throughout the year. Instead of presenting you our favorite 2017 games, we asked developers which titles resonated with them instead. [SIMON’S NOTE: I noticed last week that IndieGames.com turned 10 years old (!!) just after Xmas. I originally asked Wee Tim Boon to host and pay for his independent gaming blog on the UBM/Gamasutra URL and servers back in 2007. Happy anniversary!]

The Shrouded Isle (Errant Signal / YouTube – VIDEO)
“The Shrouded Isle is a game about sacrificing people in the name of a dark elder god who probably doesn’t like you. It’s moody and monochromatic and maybe a little sacrilegious. Also you can steal cookies from people you’re torturing, so that’s a plus.”

How the Endless series reimagined the 4X strategy genre (Robert Zak / PC Gamer – ARTICLE)
“But between 2012 and 2017, a trifecta of games from an upstart French developer shook up this 4X hegemony. Amplitude Studios’ Endless Space (2012), Endless Legend (2014) and Endless Space 2 (2017) reinterpreted the 4X playbook, working within its strict rulesets to push the genre further than it had ever gone before.”

How Warframe built an ethical free-to-play economy (Ben Kuchera / Polygon – ARTICLE)
“While Digital Extremes won’t talk about the conversion rate of free to paid players or how large the audience is, outside of noting the daily active players of 2017 was double what it was in 2016, they will talk about how they got here by crafting one of the few non-abusive free-to-play systems in the industry.”

Q&A: Applying cubism and minimalism to game design in AER: Memories of Old (Gamasutra staff / Gamasutra – ARTICLE / VIDEO)
“Of everything we streamed last year, AER: Memories of Old was one of the most visually striking and emotionally calming games we encountered. We had a lot of questions about how AER’s small indie team figured out such a strong flying mechanic, so we invited game director Robin Hjelte to join us on the Gamasutra Twitch channel for a conversation about the game’s design.”

Observer (Critique Quest / YouTube – VIDEO)
“[SIMON’S NOTE: An excellent YouTube longform criticism channel that I wasn’t previously aware of.]”

What goes into creating a memorable soundtrack? (Sammy Maine / PC Gamer – ARTICLE)
“Whether you’re switching radio stations in GTA or trekking across epic mountains in The Elder Scrolls as a choir serenades you, music and games often go hand in hand. A soundtrack can make or break a game’s success, even more so when it’s emotionally and narratively driven.”

The Mysteries of 2017 (Ethan Johnson / The History Of How We Play – ARTICLE)
“Instead of how I did my post last year, stating rather matter-of-factly the things that I’ve heard, I am going to pose each bit of information as a question which will give some background on the question itself. [SIMON’S NOTE: This is a really good DEEP game history blog!]”

Deus Ex to Dishonored (Harvey Smith) – Noclip Sessions (Noclip / YouTube – VIDEO)
“We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.”

Eurogamer readers’ top 50 games of 2017 (Eurogamer staff / Eurogamer – ARTICLE)
“Happy New Year, everyone! We have high hopes for 2018, and happily it’s starting well with this, a list of the top 50 games of 2017 as decided by you. Thank you so much for all of your votes. Now, enjoy!”

Exposition Demolition: Just let us start playing the game (John Walker / RockPaperShotgun – ARTICLE)
“A challenge to game developers: let the first thing the player sees on starting a new game be the game itself. Let the player be immediately in control. And let them keep that control at least until it has at least become familiar.”

Tone Control Episode 17: Charles Webb (Steve Gaynor / Idle Thumbs – PODCAST)
“Charles Webb, self-styled “Senior Black Writer” at Hangar 13, joined the Mafia III team after a long and winding path that included writing narrative-driven cell phone games in the early 2000’s (!), a stint at Microsoft, a bit of professional film criticism, and more. Join us on the journey that led Charles to help bring one of the most fascinating game characters in recent years to life.”

The 12 Best Video Games Of 2017 (Kirk Hamilton / Kotaku – ARTICLE)
“We downloaded, we installed, we played. We nominated, we debated, we decided. Here, in alphabetical order, are Kotaku’s top 12 video games of 2017.”

Three Statistical Tests Every Game Developer Should Know (Elan Ruskin / GDC / YouTube – VIDEO)
“In this 2016 GDC session, Insomniac Games’ Elan Ruskin gives a how-to on statistics for answering questions like “does this new camera control scheme make players happier?”, “how many players do I need to test this design change on to prove whether it works better?” and “does the framerate really get faster when I do this thing or is it just a fluke of measurement?”

Tabletop games are exploding on Kickstarter, video games are flat (Charlie Hall / Polygon – ARTICLE)
“Crowdfunding for games was up overall on Kickstarter last year, with a massive increase of nearly 30 percent. But that boost was entirely due the success of tabletop games. Video games remained relatively flat. [SIMON’S NOTE: I got some additional stats & posted ’em on Twitter – as I noted, ‘Percentage of successful video game projects (21%) vs. table top projects (61%) is particularly interesting. (Though many board/card game projects have low goals to fund physical printing minimums, since the game’s already designed.)’]”

Where next for the video game power fantasy? (Simon Parkin / Gamasutra – ARTICLE)
“Forced to recount the litany of sins that we have committed in the virtual world to a priest, the average video game player might not exit the confessional booth for some time. It’s not just the body-count, which, for even the mildest-mannered of players, is of genocidal proportions.”

5 Classic Video Game Weaknesses, Psychoanalyzed (Merritt K / Dorkly – ARTICLE)
“As long as there have been video games, there have been protagonists. And yet, these heroes cannot stand alone: without the obstacles which define them, they are little more than collections of pixels, imbued with neither bravery nor resolve. Much as New York is herself a player in classic film, the hurdles faced by our friends Mario, the Toad, and Donkey Kong are characters themselves, tailored to test our heroes’ specific skills.”

——————

[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to vgdeepcuts@simoncarless.com. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Video: How Sunless Sea devs found success through open production

Even if a small studio has a number of titles under their belt, it doesn’t always mean it’s doing well financially. At the cusp of bankruptcy, it was time to look at alternative ways of producing games. “Money is always available from somewhere,” notes former Failbetter Games staffer Alexis Kennedy. 

In this GDC 2016 session, Kennedy goes over how the company used open publishing techniques to steer themselves away from bankruptcy and toward being financially stable with their game, Sunless Sea

The talk discusses how Kennedy incorporated a “bundle of techniques” (which he dubbed as “open production”) used by other successful indie studios during the development of Sunless Sea, going over topics like Kickstarter and interacting early with the community to establish a collaborative relationship. 

Developers curious to see if open production is applicable to their projects can now watch the talk completely free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Don’t Miss: How One Night Stand creates intimacy with a character

“The main thing I wanted players to feel was compassion for the woman, or guilt if they snuck out as soon as they could,” says Lucy Blundell, creator of One Night Stand

In case the title didn’t give it away, One Night Stand is a game about waking up next to a naked stranger after a drunken night. In it, players will be able to play out that uncomfortable situation in multiple ways, deciding whether or not they want to get to know the smiling young woman, Robin, they woke up next to.

Thanks to Blundell, many players will get to know her. And that’s because Blundell creates an instant bond between the pair by using unique visuals, investigative gameplay, and the highly-personal environment surrounding players to paint a picture of an interesting person that’s refreshingly human. 

Blundell creates an intimacy between the player and Robin within moments of starting the game, placing the player directly beside her in bed, her bare back to them. That closeness is jarring, as the player is still just figuring out their place in the world, and this sudden closeness to a character with no warning seems meant to leave the player feeling vulnerable, confused, and a little intrigued.

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That closeness carries an even greater impact due to the game’s rotoscope art style, in which the artist draws over frames of live action to create fluid, realistic motion. Robin seems to shudder in the cold in these first moments, a small touch of realism and vulnerability that players will continue to see throughout the game through her movements. It lends her a feeling of reality, even though she nothing more than code and animated images.

“Rotoscoping like this is rather unique in video games: It makes One Night Stand literally stand out whilst giving it the breath of real-life, necessary for the game’s impact,” says Blundell.

The player will continue to witness this as Robin gets up and speaks to them. As her dialogue appears on the screen, she will play with her hair. She’ll smile. She’ll tilt her head. She shows signs when she’s delighted, and signs when she’s upset at something the player says. These small motions come alive in the rotoscope style, having been drawn over the actual body motions of a person making these gestures.

In this case, it was Blundell herself who brought Robin’s actions into reality. “So, the stranger in One Night Stand was actually acted by myself, and, because I’m not an actor, a lot of her mannerisms are like my own.”

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Blundell sought to capture the kind of natural mannerisms that people showed while speaking to one another. This wouldn’t just be a game where players would be speaking to a still image of a character, but one where they would be interacting with a person who reacted to what they said, demonstrating body language that indicated her mood as she spoke. It would create that extra connection with the player by emulating that crucial body language we see in real conversation.

“I recorded myself chatting about all kinds of things to get a wide range of emotions. There were many takes and I only ended up using a few seconds of clip for each animation. As the quality didn’t matter so much, I used my phone’s camera on a tripod to get the footage – nothing too fancy!” says Blundell. “I realized later on though, to my horror, that I needed more emotions to tell the story effectively. This wouldn’t have been such a huge problem, but my hair had grown out and I’d dyed it a different color. I don’t think you can tell too much from the sprites though!”

That sense of reality would be key in connecting the player to the story. For the player to immerse themselves in an experience, anything that bridges the gap between the game and reality helps break those barriers down. In this situation, that meant making the player feel like they were sitting in a real room and talking with a real woman.

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“I wanted to add life-like animation and sounds with limited music. I spent a lot of time getting the camera angle correct: I wanted it to feel as though you’re really in that room, where the main character lies in bed, looking towards the stranger who’s blocking his way out,” says Blundell.

This is where rotoscoping excelled in communicating the game’s emotional impact. It is The art is stylized, helping players let go of themselves to enter a world of fiction, and yet touches on reality in ways few other games do by giving attention to body language by drawing the art over an actual person. Through that style, Robin is fictional enough for the player to enter her world, yet looks real enough that they develop a bond with her. Robin’s smile warms the heart and makes the player like her because that smile is that of a real, smiling woman.

“It’s almost like sitting opposite from a real woman, and her appearing more real, makes her more relatable and easier to feel compassionate towards,” says Blundell.

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As players learn to like the woman they’ve woken up with, they become curious about her. Even so, they’re in a situation where the character has forgotten everything they know. That’s convenient, as the player also has no idea about her, making the two share in the experience of learning about Robin through the environment around her.

“I really just wanted players to go in, with no memory (like the main character) and go from there. I intended there to be many emotions experienced whilst playing, each reflecting how you played,” says Blundell.

Players can examine items that are lying around Robin’s room whenever she steps out (which is often, given that she’s hung over as well). These objects will tell the player more about Robin’s life, from the books she keeps on her nightstand to the movies on her shelf to the guitar in the corner, all hinting at who this woman is.

These pieces, without spoiling the story, all paint a picture of an ordinary, but interesting, person. Robin has hobbies that are fun to learn about and that tell the player about her past. She has opinions about literature that the player can discover. All of the items in the room show the life of the woman standing in front of the player, and if one of these particularities strikes the player in a certain way, that can change their bond with Robin.

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Blundell does this with careful item placement, having thought hard on what items would tell Robin’s story well, and hints to the player to click something to know more. She took a closed environment and filled it with objects that would further tell Robin’s story, letting the player choose what intrigued them to press on.

This only made sense to her in creating it. She wanted the player trapped in this situation, navigating the sudden relationship they would have with this stranger. This meant staying stuck in the room (unless the player chose to leave), and working within that environment to further strengthen the character she wanted players to care about.

“I wanted to create as close to a real-life experience as possible. Being a visual novel, One Night Stand‘s gameplay is somewhat limited, but it does feature many choices and point-and-click investigations, so it made sense to break both of these aspects up at various points throughout the game. However, I didn’t let the constraints of a visual novel stop me from making the game as immersive as possible,” says Blundell.

Though trapped in one room, the player can see that there are interesting aspects about this stranger that they can learn more about. Robin is a complex character, and through seeing what’s in her living space, players can be drawn into her life in multiple ways. There’s lots about her to get to know, ensuring players will likely find some reason to want to keep talking to her.

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“I love games with lots of choices, especially choices that matter!” says Blundell.

Robin comes alive through her motions. She has an interesting background that players can learn. The final thing that connects the players to her is their decisions in the game’s world. The player chooses to get closer to her or not, and those choices matter most by how easy they can lead to ruin in this vulnerable situation. “As it is a delicate, intimate situation, things could go either way rather quickly depending on your actions,” says Blundell.

Players can push for too much information on something private and find themselves booted out. They can touch the wrong item and get kicked to the curb. The player is in a delicate position with Robin, and it is not as simple as prodding the right dialogue options until the player reaches a desired outcome. Blundell has programmed several different timings and moments when things can be accessed, and in doing so, created an experience that feels more dynamic and real.

“The story unravels to the players differently each time. For example, if you look at the pills on her beside table before she offers you some, your character doesn’t think too much of it. If you look at them later on instead though, he becomes suspicious of her and can actually accuse her of drugging him. Coding all these variations for all the items was not an easy feat!” says Blundell.

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Depending on the timing in which the player looks at an item, it will change Robin’s reaction. This feels closer to navigating a real-world situation than finding the right item to play with in a game, even though that is technically what the player is doing. It has been made that much more complex to make it feel more like the player is actually learning about someone in a challenging situation. It’s not always about asking the right questions about her stuff, but about knowing when you’re close enough to her, emotionally, to ask her.

This is further strengthened by just how fast the player can fail. “I think, in a morning after situation where you’re hung over, confused and facing a complete stranger, you’d naturally have a racing mind, which is trying to scramble and piece together exactly what happened to you,” says Blundell. “I believe many small, incorrect choices could result in you being thrown out quite easily… It’s a very delicate situation that the main character has to tip-toe around, so, naturally, the choices you make would result in various outcomes.”

The whens and how that factor into when the player looks at an item make things feel more natural and real with Robin. Pressing for information when you hardly know her can come across as rude and crass, reflected in her reactions to it. However, asking about that same topic after the player knows her better results in a more intimate look at the woman’s life. It grants the game this sensation of meeting a real person, with all of the pitfalls and pleasantries that come with it.

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“I think most players feel awkwardness and embarrassment from being utterly clueless and trying to win her over,” says Blundell.

The player may wake up in an awkward situation in One Night Stand, but they’ll soon find themselves charmed by the nervous, shy woman standing before them. Through their own decisions and actions, they’ll navigate a treacherous relationship that rewards players for kindly getting to know the person before them, letting them bond with her slowly and realistically.

Robin is an intriguing character, fleshed out with all manner of hobbies and interests the player can discover through the environment around her. Her room tells a story, if the player can safely find it. Her mannerisms add onto that story, creating that realistic connection that makes her feel like more than just a still image players are moving with dialogue options.

Through this mixture of all three of these elements, Blundell has created a realistic, heartwarming character that will charm many players, drawing them into her life and making them hope they’ll have a chance to meet this lovely woman again.

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Get a job: Naughty Dog is hiring a Level/Environment Designer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Santa Monica, California

Do you love playing multiplayer games? Do you love designing maps and game modes? Are you obsessed with map design elements like sightlines, player pathing, and theming? We’re looking for a passionate multiplayer designer to join our team and be a primary contributor to the design of our next multiplayer game.

Responsibilities:

  • Responsible for multiplayer level layouts by creating simplified level geometry and performing extensive play-testing and iteration
  • Contribute to the design of game modes and game mechanics
  • Prototype your ideas using our in-house scripting language and other tools
  • Act as producer for your work, collaborating across disciplines to get work done and clear dependencies, ensuring deadlines are met, and championing aspects of the gameplay
  • Work directly with artists, programmers, animators and other game designers to contribute to the vision of the game
  • Additional responsibilities may be assigned as needed

Requirements & Skills:

  • Experience in multiplayer design for PC or console games
  • Strong methodology and problem-solving ability, with a focus on multiplayer layout
  • Good working knowledge of Maya, 3DS Max or similar 3D package
  • Strong and effective communication skills
  • Exceptional team player with the ability to collaborate without losing sight of the gameplay vision
  • Willingness to take design direction when offered
  • Experience playing 3rd person console games
  • Games industry experience preferred

Bonus Skills:

  • Scripting or programming experience
  • Experience developing third-person action games

As part of the Naughty Dog application process, candidates should expect to be given a technical interview and may be asked to complete a design test.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Composers and devs discuss how video game music plays into larger experiences

[Musical scores are] the one part of the game where one vision can come to fruition without too many other things breaking it.”

– Night School co-founder Sean Krankel shares how Oxenfree’s music played into its development. 

Speaking to PC Gamer, a number of composers and developers shared their thoughts on the relationship between music and games as well as insight into how their own past projects came together. 

While each project is different, the full story offers developers an interesting look at how other games have created emotive soundtracks and how those in charge of that aspect of development view their own contributions to the overall feel of a finished game.

Many of those interviewed agree that, while soundtracks are often developed long before other critical aspects of games come together, the musical scores make up a significant chunk of the overall experience and atmosphere. 

In the case of Firewatch, Chris Remo handled both design and musical composition for the game. Remo tells PC Gamer that Firewatch is as much as 70 to 90 percent atmosphere, and his unique position within the project allowed him to better marry the music with the rest of the game experience.

“So much of my effort on the game was on the design side and making sure that all of the elements meshed between the story, the game design, the atmosphere, that’s really the point of Firewatch – the marriage of those things,” explains Remo.

“So I saw music as more of a tool to achieve that goal rather than a standalone suite of music unto itself. It was important to me that the music never distracted you. This is where being a designer on the game was intrinsic to how the soundtrack worked.” 

Be sure to check out the full story on PC Gamer for comments from the minds behind Oxenfree and Life is Strange as well. 

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Humble-hosted Jingle Jam raises $5.2 million for charity

The Yogscast and Humble Bundle’s annual Jingle Jam game bundle has raised a total of $5.2 million for charity, bringing the lifetime funds raised by the event to $11 million.

Typically, Humble Bundles allow purchasers to divide and distribute their payment between Humble itself, charity, and game developers. But, in the case of the Jingle Jam, over 50 game developers and publishers donated more than 60 different titles in order for the entire amount raised by the bundle to go straight to charity. 

The full bundle was unlocked for a $35 minimum donation and offered players roughly $850 worth of titles for their contribution. Humble saw as many as 148,853 individual bundle sales through its platform during the month-long sale. This year marks the sixth year of the event, with last year’s Jingle Jam raising a total of $2.6 million through 86,589 sales. 

The funds are set to go to seven charities that were supported by the event, though donors were also given the option to donate to any of 3,000 other optional charities as well.

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How devs design the Lego games to appeal to all ages

Creating a game that’s entertaining for all ages is extremely challenging, but there’s one studio that seems to hit the mark every time.

TT Games seems an expert at making experiences for both younger and older players. It accomplishes this by sticking to the studio’s core principles of fun and authenticity, but also through ensuring there’s enough variety in the humor and the stage design.

Lego Marvel Super Heroes 2, the latest in the Lego franchise, is a great example. The game asks players to control a collection of popular Marvel heroes on a mission to defeat an evil time-traveling villain named Kang the Conqueror. Along the way you explore Chronopolis, the central hub world, completing missions, and building and destroying the Lego environments.

Appealing to fans with in-jokes

Like many of the other Lego projects TT Games undertakes, Lego Marvel Super Heroes 2 follows a particular formula to ensure it appeals to as broad an audience as possible.

Arthur Parsons, the head of design at TT Games, says the Lego games stick to two core principles in order to ensure they’re broadly appealing. 

“Ultimately, fun is number one. Fun, funny, humorous. Everything has to be enjoyable,” he comments. “But then the second one – and I think this is where we probably manage to appeal to older gamers – is authenticity. And that’s authenticity to whatever the source material is.”

Parsons points to the humor in Lego Marvel Super Heroes 2 to highlight this point. In the game, there’s plenty of slapstick humor for children, but there’s also tons of complex in-jokes and references to appeal to long-term fans. For instance, the game features humorous cameos from minor characters from the Marvel extended universe, like J Jonah Jameson and Giant Man, which may go over the head of those who haven’t seen the Sam Raimi films or read the older comics.

“You have that in-your-face humor,” Parson says. “That sort of ‘someone has a ladder on their shoulder and they’re turning around and someone has to duck out of the way’ slapstick. But then we also go onto another level where we do our best to add humor that’s very relevant to the IP. If people analyse the games, they’ll see the various influences [we draw from].”

The golden rule

The game’s art direction is another factor that contributes to the franchise’s broad appeal.

“Usually in our games, we have a very clear rule of you have environmental art and you have you’ve got Lego. A lot of people very quickly understand that anything made out of Lego is interactive and everything else isn’t,” says Parsons. “It’s really nice because that’s just something that happens naturally when people play.”

This approach ensures that no matter what your age is, you can understand the environment and what options you have available. It’s a subtle bit of direction, but it’s one that’s been implemented in almost all the Lego games, including Lego Marvel Super Heroes 2, to help players navigate the map and find key items within the stage.

Introducing new challenges or distractions

As for the older and more experienced players, most Lego titles are full of additional challenges to cater to people looking for a greater challenge.

In Lego Marvel Super Heroes 2, specifically, you have tons of extra objectives you can complete, such as finding collectibles, locating ‘Easter Eggs’, or finishing additional objectives.

“We put a lot of Lego and interactive Lego into our levels, because we’ll have our core story path, but along the way we like to fill the level with a lot of peripheral content. A lot of the time that is just hidden free play or extra collectibles,” explains Parsons.

“Sometimes it’s just stuff for fun. So it might be some little ride-on vehicle that you can have a lot of fun with, or just some bits and pieces that can be interacted with for fun. It’s creating something where there isn’t that one route start to finish. You want people to have a different experience. It may be that someone goes in and they just really want to go through the story straight through the level. Then there’s some people who really do just enjoy mooching around, exploring every nook and cranny, and seeing what every bit of different Lego does.”

Focus testing and playtesting

Playtesting and focus testing are key to balancing these aspects and ensuring that a Lego game remains accessible for all ages.

For instance, the team on Lego Marvel Super Heroes 2 team put together a “first playable” build very early on in the development of the game to focus test it with a group, including younger players and experienced gamers. This helped them to see how players respond to certain obstacles, whether they are engaged, and where they might need help.

Parsons gives the example of Doctor Strange’s rune-tracing ability as something that was changed as a result of focus testing. This ability requires players to draw runes by tracing a line around a shape without overlapping.

“That was something we did focus test. And based off of those findings, we actually put something in where if people actually fail a rune-tracing I think three times, the rune fades and then comes back, but it actually goes back to the next level of difficulty,” he recalls. “So as you progress through the game, the runes get more and more difficult, but if it’s something where people actually get blocked it will actually do a slightly easier one. They’ll never notice, hopefully.”

Lego Marvel Super Heroes 2 seems to be well in line with TT Games’ tradition of making games not only suitable for all ages, but enjoyable for them as well. The team accomplished this by identifying areas they could improve throughout development, and by sticking to the core principles they’d developed over years of working on the Lego games.

To end the interview, I asked Parsons for any advice he’d give to a developer trying to make games for the all ages market.

“It’s a bit like asking the Colonel for his special recipe. I think any developer will openly state that the success of their game is down to their people,” he said, with a laugh. “If you’ve got a great development team that really buy into what they’re making, then you can’t help but making something fun and engaging and rewarding. We do look at our games and we do try and have fun while making our games, because that’s how the fun is going to come out. We encourage creativity. We encourage people on our team to add to that mix.”

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Uncharted: The Lost Legacy creative director Shaun Escayg departs Naughty Dog

After seven years at Naughty Dog, Uncharted: The Lost Legacy writer and creative director Shaun Escayg has announced that he is departing the studio.

He noted the change over Twitter earlier this week, thanking the studio for the creative growth he has experienced from working on games and expansions in the Uncharted and Last of Us series.

“Seven years ago I joined the talented team at Naughty Dog on a project still in its infancy, The Last Of Us. Well, the rest is history,” said Escayg. “Left Behind, Uncharted 4 were fleeting and Uncharted: The Lost Legacy pushed my creative growth even further— I will miss all my dogs.”

Escayg was notably both writer and creative director on Naughty Dog’s most recent release, the standalone Uncharted 4 expansion Uncharted: The Lost Legacy. Before that, Escayg contributed his skills as an animator to The Last of Us, The Last of Us: Left Behind, and Uncharted 4: A Thief’s End

While he did not note his next project in his Tweet, an Instagram post shared by the film and video game director seems to imply that he’ll be working with Marvel’s Avengers franchise in some capacity.

This also marks the second major departure the developer has seen in recent memory, following The Last of Us co-director Bruce Straley’s departure from Naughty Dog late last year after a year-long sabbatical.